4d6310ab20
This creates a helper function, _entrypoint, which invokes main() and assigns its result into sk_FragColor. We also make sure to prevent sk_FragColor from being dead-stripped from the code during IR generation. At present this is useful for allowing our SkSL test shaders to compile. Change-Id: I2d7fab0e1959a77778ffdb18ca569e869bcaeece Reviewed-on: https://skia-review.googlesource.com/c/skia/+/358525 Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
120 lines
1.8 KiB
GLSL
120 lines
1.8 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorRed;
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uniform vec4 colorGreen;
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uniform float unknownInput;
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vec4 main() {
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bool _1_expr = unknownInput > 0.0;
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int _2_ok = 0;
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int _3_bad = 0;
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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{
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++_2_ok;
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}
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if (true ^^ _1_expr) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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{
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++_2_ok;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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if (false == _1_expr) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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if (true != _1_expr) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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{
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++_2_ok;
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}
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if (_1_expr ^^ true) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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{
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++_2_ok;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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if (_1_expr == false) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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if (_1_expr != true) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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if (_1_expr) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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float _4_a = sqrt(1.0);
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float _5_b = sqrt(2.0);
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if (_4_a == _5_b) {
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++_3_bad;
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} else {
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++_2_ok;
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}
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bool(_4_a = _5_b) || true;
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if (_4_a == _5_b) {
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++_2_ok;
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} else {
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++_3_bad;
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}
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return _2_ok == 22 && _3_bad == 0 ? colorGreen : colorRed;
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}
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